Fleet Manager

Fleet Manager is a persistent department vehicle system for FiveM. Administrators can create departments and motor pools, assign access rules, capture fully configured vehicles from the world, and manage vehicle availability through an in-game interface.

REQUIREMENTS

  • A current FiveM server with OneSync enabled
  • One supported database resource: oxmysql, mysql-async, or ghmattimysql
  • Optional job integration through Qbox, QBCore, or ESX Legacy

The database resource must start before Fleet Manager. Database tables are created automatically when the resource starts successfully.

INSTALLATION

  1. Open the downloaded ZIP file.
  2. Place the BigDaddy-FleetManager folder inside your server's resources directory.
  3. Add your product key to settings.ini.
  4. Start your supported database resource before Fleet Manager.
  5. Add ensure BigDaddy-FleetManager to server.cfg.
ensure oxmysql
ensure BigDaddy-FleetManager

DO NOT RENAME THE FOLDER.

If you change the name of the folder it will not function correctly, so leave the name as BigDaddy-FleetManager.

{:is-danger}

CONFIGURATION

Fleet Manager's gameplay configuration is stored in settings.json.

GENERAL SETTINGS

SETTING DEFAULT DESCRIPTION
debug false Enables additional diagnostic output.
adminAce command ACE permission required to use the administrative interface.

INTERACTION SETTINGS

SETTING DEFAULT DESCRIPTION
interaction.useKeyPrompt true Enables the in-world checkout and return prompt.
interaction.keyControl 47 FiveM control used for interaction. Control 47 is the G key.
interaction.keyLabel G Label displayed in the interaction prompt.
interaction.distance 3.0 Maximum interaction distance from a fleet vehicle.

The control number and displayed label should always describe the same key.

VEHICLE SETTINGS

SETTING DEFAULT DESCRIPTION
vehicleCapture.nearestDistance 10.0 Maximum distance used when capturing the nearest vehicle.
parkedVehicles.freeze true Freezes available fleet vehicles in place.
parkedVehicles.invincible true Protects available fleet vehicles from damage.

TRACKING SETTINGS

SETTING DEFAULT DESCRIPTION
vehicleTracking.enabled false Enables the tracking interface and vehicle blips.
vehicleTracking.updateInterval 3000 Tracking refresh interval in milliseconds.
vehicleTracking.showParkedVehicles true Allows available parked vehicles to appear on the map.
vehicleTracking.showCheckedOutVehicles true Allows checked-out vehicles to appear on the map.
vehicleTracking.showLastKnownPosition true Displays the last known position when a live entity is unavailable.

ACCESS SETTINGS

SETTING DEFAULT DESCRIPTION
access.useJobs true Enables framework job and minimum-grade access rules.
access.useAcePermissions true Enables ACE-based department access rules.

ADMINISTRATOR PERMISSION

The /fleetadmin command uses the ACE permission configured as adminAce in settings.json.

The default value is:

"adminAce": "command"

Anyone with the general command ACE can use the administration interface when this default is used. A dedicated permission is recommended for production servers.

"adminAce": "bigdaddy.fleetadmin"
add_ace group.admin bigdaddy.fleetadmin allow

Use your existing principal assignments to place administrators in group.admin.

COMMANDS

COMMAND ACCESS DESCRIPTION
/fleetadmin Configured administrator ACE Opens the complete Fleet Manager administration interface.
/fleet Department access or administrator Opens the tracking-only fleet list when tracking is enabled.

FLEET STRUCTURE

Fleet Manager uses three different location concepts.

  • Department — The organization that owns the vehicles and controls access.
  • Motor Pool — A shared return area belonging to a department. Its location and radius determine where vehicles may be checked in.
  • Parking Spot — The exact saved spawn position and heading of one individual fleet vehicle.

A vehicle's Parking Spot does not have to be at the center of its Motor Pool. Moving or recapturing a Parking Spot does not change the Motor Pool return area.

INITIAL SETUP

  1. Use /fleetadmin and create a Department.
  2. Add one or more job or ACE access rules to the Department.
  3. Stand at the center of the desired return area.
  4. Create a Motor Pool and capture the current location.
  5. Set a radius large enough to cover the intended return area.
  6. Use Show Area to confirm the Motor Pool center and radius in the world.
  7. Prepare a vehicle exactly as it should appear when spawned.
  8. Park the vehicle at its intended Parking Spot.
  9. Capture the vehicle and assign it to the Motor Pool.
  10. Confirm the vehicle becomes locked, frozen, and protected.
  11. Test checkout and return with an authorized department member.

DEPARTMENTS AND ACCESS

A Department owns its Motor Pools, access rules, and fleet vehicles.

Job rules compare the player's framework job name and numeric minimum grade. Job access supports:

  • Qbox through qbx_core
  • QBCore through qb-core
  • ESX Legacy through es_extended

ACE rules compare a server ACE permission and work with framework or standalone servers.

Administrators can access every Department. All administrative and fleet actions are validated by the server; hiding or manipulating the NUI does not grant permission.

MOTOR POOLS

A Motor Pool defines where vehicles belonging to a Department may be returned.

When creating a Motor Pool, capture the center of the desired return area and select an appropriate radius. Use Show Area to display the saved area in the game world. The preview remains visible after the admin interface closes so the boundary can be inspected properly. Use Hide Area when finished.

The visible cylinder is intentionally tall enough to account for uneven ground. The Motor Pool radius controls return validation; the visual preview does not alter the saved area.

CAPTURING VEHICLES

Fleet Manager captures the vehicle the administrator is currently driving. If the administrator is not inside a vehicle, it uses the nearest vehicle within the configured capture distance.

Before capture:

  1. Spawn the desired vehicle.
  2. Apply all modifications and options.
  3. Set its extras, livery, colors, wheels, tint, lighting, and plate configuration.
  4. Park it at the exact position and heading it should use after a restart.
  5. Open /fleetadmin and capture the vehicle.
  6. Assign it to the correct Department and Motor Pool.

Fleet Manager saves the configured vehicle directly. It does not require or depend on a separate vehicle customization script.

VEHICLE CONFIGURATION

Captured properties include vehicle modifications, toggle modifications, extras, liveries, primary and secondary colors, custom colors, wheel settings, tint, neon, xenon, plate settings, interior colors, dashboard colors, tire smoke, and other supported properties.

  • Edit changes administrative values such as the vehicle name, plate, or assigned Motor Pool.
  • Move Parking Spot Here saves the administrator's current coordinates and heading as the vehicle's new Parking Spot.
  • Recapture replaces both the saved vehicle configuration and its Parking Spot with the currently selected world vehicle.
  • Disable removes a vehicle from service without deleting its saved configuration.
  • Delete permanently removes the fleet vehicle record.

Use Recapture when modifications have changed. Use Move Parking Spot Here when only the saved spawn position needs to change.

CHECKOUT AND RETURN

Available fleet vehicles remain parked, locked, frozen, and protected until an authorized player checks them out.

The default interaction key is G. The prompt includes the vehicle's license plate so players can identify the correct vehicle when several are parked close together.

Only the checkout driver may return a vehicle. Passengers cannot check it in. During a normal return, the driver exits the vehicle and closes the door before Fleet Manager marks it available again.

A normal check-in leaves the physical vehicle where the driver parked it for the remainder of the current session. This avoids visibly snapping the vehicle while the player is standing nearby. The configured Parking Spot is not changed and is used again after a resource or server restart.

VEHICLE KEYS

No vehicle-key resource is required.

When qbx_vehiclekeys or qb-vehiclekeys is running, Fleet Manager grants keys during checkout and removes them during check-in or recovery. Integration behavior is contained in vehiclekeys.client.lua.

VEHICLE RECOVERY

Fleet Manager monitors active checkouts and can recover vehicles after abnormal use, including:

  • Player death
  • Player disconnect
  • Destroyed or undrivable vehicles
  • Missing or deleted vehicle entities
  • Administrative force return

Recovery ends the active checkout and makes it possible for the configured fleet vehicle to return to service. Administrators can review status and use force-return controls when manual intervention is needed.

VEHICLE STATUS

STATUS DESCRIPTION
Available Parked and ready for an authorized player to check out.
Checked Out Assigned to its current driver.
Recovery The checkout ended abnormally and the vehicle is being recovered.
Disabled Removed from active service without deleting its configuration.

Deleting is different from disabling. A disabled vehicle can be enabled again. A deleted vehicle and its saved configuration are permanently removed.

VEHICLE TRACKING

Tracking is disabled by default and can be enabled in settings.json.

The /fleet command shows only vehicles from Departments the player is allowed to access. Administrators may view all Departments. Players can track or untrack a vehicle and set a waypoint from the fleet list.

Tracking selections are stored for the current client session and do not survive a reconnect or resource restart.

BLIP COLOR MEANING
Green Parked and available
Orange Checked out
Blue Recently checked in
Red Recovery or disabled
Gray Last known position

DATABASE AND PERSISTENCE

Fleet Manager supports oxmysql, mysql-async, and ghmattimysql.

The required tables are created automatically. database.sql is included as a reference and recovery option, but normal installation does not require manually importing it.

The database resource must be healthy and started before Fleet Manager. A successful startup displays:

[BigDaddy-FleetManager][MySQL] Database tables verified

TROUBLESHOOTING

MYSQL_NOT_READY

Start a healthy supported database resource before Fleet Manager. Check your connection string and database resource logs before restarting Fleet Manager.

A TABLE DOES NOT EXIST

Look for the “Database tables verified” startup message. Verify the configured database user is allowed to create tables.

VEHICLE TRACKING DOES NOT APPEAR

  • Set vehicleTracking.enabled to true.
  • Confirm the player has access to the vehicle's Department.
  • Use /fleet and select Track.
  • Confirm the relevant parked, checked-out, or last-known visibility setting is enabled.